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baudot

Oakland, CA

Member Since 2004

Followers 451 Following 294

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Monday Jan 19, 2009

Jan 19, 2009
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There's an insidiously addictive element in the game design of Fable II that I haven't seen before. There are craft skills you can perform to earn in-game money. The more you do them, the better your character gets, the more he gets paid. But they also have investments that pay back in-game money in real time, even when you're not playing. For me the net effect is to make the craft-skill minigames must-wins early, so that chunk of change can be invested for long term payout. It effectively incentivizes the player to jump into the craft skills and explore the full breadth of the game over time, rather than rushing for the core quest. Clever.
VIEW 8 of 8 COMMENTS
zaksmith:
here's is the game-design jargon-term i have just now coined for this kind of incentivization:

"momming"

as in "Super Mario Bros. moms you into wanting to smash every brick in the game at least once, just in case there's something under it. Also, it was one of the first games that mommed players into publicly discussing the game since there were so many secret features"

"momming" contrasts with "dadding" which is like: "Star Wars Clone Wars Light Saber Duels features extensive dadding at the beginning: you can't get to the main quest without going through a training level where you play that annoying raccoon-looking jedi and anakin tells you what buttons to press."

you heard it here first.
Jan 19, 2009
clairific:
Yeah, I have the bookstore too. Also, the vegetable stand is a good investment cause you can get cheap celery... health + thinness to balance out those pies.
Jan 20, 2009

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